This map can be played by up to six players. Last player alive wins the round, best out of three wins (this would set the maximum amount of rounds at thirteen, minimum three).
The Swamp
I understand that Arrowhead have their own ideas and concepts for a PvP oriented arena, as evident on their website (and I'm really looking forward to that!). However, a lot of forum posts have requested/suggested a warlock-like environment, hence I figured I should write down a hand of ideas to make such concept work in the world of Midgård.
First off, to balance it out, the quickest and easiest way would be to distribute weapons with passive effects that limits the players from certain moves:
Weapons:
-Walking Stick of Severe Annoyance
--Passive: 95% Damage Reduction to all Elements except Poison. Reduce Life efficiency by 99.999% (may only cure).
--Active: Heal for 40.
-Morning Star of Implications
--Damage Type: Low Physical.
--Special: Slow, Push target back.
I am to understand that a player has 600 base health, hence these weapons would force the goal of the map to achieve victory instead of pure homicide.
The Arena:
The area of combat is about 45% larger than Hávindr Arena, with 6 pilars placed in a hexagon, the ground is covered in a layer of slippery weeds. The map further extends beyond the walking surface, and is covered in toxic swamp water. Over time, the ground will sink into the toxic goe, periodically, leaving less and less of the safe surface.
A player whom slides into the toxic water will be poisoned continously until he gets back to the slippery weeds (and cure himself).
Players continue to slide in the toxic water, making it hard to return without taking extensive poison damage.
Knockdowns does not prevent the player from sliding.
Permitted Magicks:
-Haste
-Teleport
-Invisibility
-Fear
-Tornado
New Magicks ideas to supplement the gameplay:
-Silence – a short aoe range version of Nullify (to counter invisible, and other threats without affecting all players).
-Boulder – Conjure an ice boulder which is sent in faced direction, struck wizards will be knocked away. The boulder can be reflected by an air puff.
-Bouncer – Conjure a bouncing arcane magick which will bounce off players and pilars, sending players flying upon impact. It returns to the original caster twice before dropping. Can be reflected by air puff.
-Weight – Considerably slows your movement speed for a short duration but prevents sliding.
Good or bad?
The Swamp
I understand that Arrowhead have their own ideas and concepts for a PvP oriented arena, as evident on their website (and I'm really looking forward to that!). However, a lot of forum posts have requested/suggested a warlock-like environment, hence I figured I should write down a hand of ideas to make such concept work in the world of Midgård.
First off, to balance it out, the quickest and easiest way would be to distribute weapons with passive effects that limits the players from certain moves:
Weapons:
-Walking Stick of Severe Annoyance
--Passive: 95% Damage Reduction to all Elements except Poison. Reduce Life efficiency by 99.999% (may only cure).
--Active: Heal for 40.
-Morning Star of Implications
--Damage Type: Low Physical.
--Special: Slow, Push target back.
I am to understand that a player has 600 base health, hence these weapons would force the goal of the map to achieve victory instead of pure homicide.
The Arena:
The area of combat is about 45% larger than Hávindr Arena, with 6 pilars placed in a hexagon, the ground is covered in a layer of slippery weeds. The map further extends beyond the walking surface, and is covered in toxic swamp water. Over time, the ground will sink into the toxic goe, periodically, leaving less and less of the safe surface.
A player whom slides into the toxic water will be poisoned continously until he gets back to the slippery weeds (and cure himself).
Players continue to slide in the toxic water, making it hard to return without taking extensive poison damage.
Knockdowns does not prevent the player from sliding.
Permitted Magicks:
-Haste
-Teleport
-Invisibility
-Fear
-Tornado
New Magicks ideas to supplement the gameplay:
-Silence – a short aoe range version of Nullify (to counter invisible, and other threats without affecting all players).
-Boulder – Conjure an ice boulder which is sent in faced direction, struck wizards will be knocked away. The boulder can be reflected by an air puff.
-Bouncer – Conjure a bouncing arcane magick which will bounce off players and pilars, sending players flying upon impact. It returns to the original caster twice before dropping. Can be reflected by air puff.
-Weight – Considerably slows your movement speed for a short duration but prevents sliding.
Good or bad?
Last edited: